Hi guys, I am wondering what's the correct (or, the industry standard) workflow when modeling for animation. Especially for animation involves both low poly and high poly version, cloth and hair simulation. I usually model my character under 10K polys, and make Xgen hair in the same file. Then I create a new scene to rig…
Hello Human Beings! Et, CETERA is looking for a modeler to join our team. We are working on this game with the Unity engine and have completed the mechanics of the game and are working on the story and lore for the game. Our group consists of 4 people: - 2 Programmers and 2 story writers and scriptwriters. We are looking…
Hi Everyone, I hope some of you find some use for this free resource. :) In this demonstration Sergey Poltavskiy takes you through modeling a car rim inside 3ds Max. Everything from modeling the spokes, using symmetry , and keeping the mesh clean for turbosmooth are covered. Modeling a Car Rim in 3ds Max Thanks, - Riki
I'm looking for someone to create a 3D model of a steampunk airship (pictured below) ~ it will be used in an anime-style webcomic. I'm attaching some images + link to the comic below, as being able to match the general style will be important. If this goes well would love to be able to rehire for future models as well.…
Latest progress: Hello my dear Polycount! I started my first human character model so I want to share my progress with you. I will appreciate your feedback and support. I will follow my own concept art. I use Blender and Photoshop. My goal is to create stylised hand painted and rigged model. Here is board for my references…
Hi guys, I'm basically in the concept phase right now and just about to finish of and start modeling a character (futuristic type marine) whos going to have alot of hardsurfaces for his armor. I wanted to try to include Zbrush in this workflow for practice, however I'm not sure how to approach the armor. Is it recommended…
Hello Polycount! Before finishing my last year at school, i wanna convince myself that I'm able to model, and that it is worth to go for even better models after school! Somehow, while playing zombie mode with my brother, i felt in love with this juggernaut perk machine, and I thought why not model this kind of machine in…
So what is the right Topology and polycount for game animation and/or Game Ready Models? I find a lot of images and videos that explain it but I can seem ti find one that professionals use or one that is commonly used for game ready models and for engines to handle and still make the model look good that character artists…
had some time and helped some friends out on PT2 since they got not much modelers. Basicly i wanted to port my favourite character model from the first part (HL1 engine) to HL2. It turned out a bit excessive regarding specular maps and stuff. I made the face 1 year ago, opened it again added polygons here and there,…